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TooMuch2Do

11
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A member registered Jan 18, 2018 · View creator page →

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I think the title asks enough =P

They were all doomed to begin with. You gave them a swift exit =P
Thanks for playing!

This was easily my favorite submission!

I want to go make a version of this game for fun now haha. 

Very clean submission!

I didn't find myself compelled to reach a top score, but it was definitely fun shooting the orb around!

Thanks!

Thanks for the feedback! 
I had more in mind when I was planing out the concept. Silencing was originally going to be one of three mechanics, and the  patrons were going to have a bit of a group-AI. End result was a clunky mechanic where you can pretty much sit behind the desk and click away through the rounds haha.

Behind the code, shushing from far away just makes increases a delay before they randomly speak again, but they retain the variable for how much noise they have created already. (These variable create the "Rage" meter).
But if you're close to the patron, you not only delay their next outburst by quite a bit more, you zero their noise variable. So "shushing" larger groups, up close, is technically a better option. But everything else is so broken that it doesn't help by much haha. 
Thanks again! This was a super fun Jam and Zack killed it on the art, keeping it simple and consistent. 

- Steven French

Thanks for the feedback! Each round should only last 15 seconds, so I guess there's a bug in there somewhere haha. Inconsistency makes sense. We ended up making separate assets due to time =P

Many thanks! We had planned to put in a few more things, but still working on our pace-setting for these jams XD

Not a fan of the player speeds.  They seem very jerky and the jump seems too high for some parts of this game.  After turning Music 1, and going right off a platform where the screen didn't follow - and thinking I found a hidden room, I continued to walk - only to die suddenly.  I gave up.

Making a platform game where you're expected to jump to offscreen, unknown, platforms - based solely on your faith in generous mid-air control - is kinda cruel.  Lol. 

Graphics were alright for minimal style, but I didn't get to see much before it felt like the game was fighting me.

- ZBN

I really enjoy the art style of this game.  Background is so clean, and illuminating it from within was a great idea.  I wish that after the enemy was triggered you got to see one (or more) of them run on screen and capture the character.

Once I found the rhythm, I easily got over 300 on my first run. I'd suggest a run speed increase on a gentle ramp or decreasing the length of A and D's walk to spice things up as the game continues. 

Sounds were great.  Music a bit of a noticeable loop, but fit well.  Ending scream of "yaahoooh" was worth the price of admission.

- ZBN

Thanks. Ran short on time and a few features had to be taken out. Hardcore mode is amusing tho =P